The D3D9 implementation of RpTeam makes use of the stencil buffer to create shadows. For it to work properly, you must clear the stencil buffer to 0 when you clear the main camera's raster. You can do this with this code:
#if (defined (D3D9_DRVMODEL_H))
RwD3D9SetStencilClear(0);
RwCameraClear(Camera, &BackgroundColor,
rwCAMERACLEARZ | rwCAMERACLEARIMAGE | rwCAMERACLEARSTENCIL );
#else
RwCameraClear(Camera, &BackgroundColor,
rwCAMERACLEARZ | rwCAMERACLEARIMAGE );
#endif
Listed below are the supported D3D9 options for RpTeam.
SUPPORTED
LIGHTING
Ambient Yes
Directional Yes
Other No
SKINNING
Maximum Weights 2
MATERIAL EFFECTS
Dual Soft/Hard
Environmental Soft/Hard
Other
GEOMETRY PROPERTIES
Pre-light color No
Pre-light color alpha No
Material color Yes
Material color alpha Yes
FOG Yes
© 1993-2004 Criterion Software Limited. All rights reserved. Built Thu Feb 12 13:47:00 2004.
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